# Questions Regarding Magic Leap 2 and Unreal SDK

**URL:** https://forum.magicleap.cloud/t/questions-regarding-magic-leap-2-and-unreal-sdk/3863
**Category:** Unreal Engine
**Tags:** controller, getting-started, hand-tracking, input
**Created:** [July 31, 2024, 2:33pm UTC](https://forum.magicleap.cloud/t/questions-regarding-magic-leap-2-and-unreal-sdk/3863 "2024-07-31T14:33:47Z")
**Posts on this page:** 1
**Showing post:** 3

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### Author: ![kbabilinski](https://sea1.discourse-cdn.com/flex019/user_avatar/forum.magicleap.cloud/kbabilinski/32/19_2.png) [@kbabilinski](https://forum.magicleap.cloud/u/kbabilinski)
#### Post date: [August 1, 2024, 12:30am UTC](https://forum.magicleap.cloud/t/questions-regarding-magic-leap-2-and-unreal-sdk/3863/3 "2024-08-01T00:30:36Z")

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Welcome to the developer forum and congratulations on your first post.

Just writing to let you know that @aheaney is tracking down information and might be able to provide additional details about some of these, but I will try to answer a few:

**Regarding the Unreal Engine and Unreal Plugin version 1.5.0:**  
It appears that there is a bug that caused the `win` directory to be omitted from the MLSDK `lib` folder. I have reported it to our engineering team.

If you plan to use the Magic Leap SDK APIs in addition to the OpenXR APIs, you will need to perform the following steps:

1. Make sure you have the 1.7.0 version of the Magic Leap SDK . Copy the `MagicLeap\mlsdk\v1.7.0\lib\win` folder into the `MagicLeap\mlsdk\v1.8.0\lib\` directory before building the engine.

_Note: you can also remain on the previous version as no new MLSDK APIs have been added._

**Regarding the Hand Input:**

Hand-tracking keypoints are supported through OpenXR extension [XR\_EXT\_hand\_tracking](https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_EXT_hand_tracking). Gesture detection is supported through OpenXR extension [XR\_EXT\_hand\_interaction](https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_EXT_hand_interaction).

Make sure the associated Plugins are enabled in Unreal Engine. Both remote render and on device apps support hand tracking.

**Regarding the Controller:**  
I also noticed that our Unreal Controller Input documentation needs to be updated.

See the previous post regarding the MagicLeapController:

> [@UE 5.3, Can't Find 'MagicLeapController'](https://forum.magicleap.cloud/t/ue-5-3-cant-find-magicleapcontroller/3636/2):
>
> Hello, Welcome to the developer forums! Indeed, it looks like the MagicLeapController component was removed from the v1.4 Unreal sdk. I can confirm internally that this was intentional and update the documentation. In the mean time, if you just need to be able to get the controller pose, you can use the MotionController component that is built in to Unreal- [https://dev.epicgames.com/documentation/en-us/unreal-engine/motion-controller-component-setup-in-unreal-engine?application\_version=5.3](https://dev.epicgames.com/documentation/en-us/unreal-engine/motion-controller-component-setup-in-unreal-engine?application_version=5.3) Th…

**Regarding Supported Extensions:**

Here is the list of the OpenXR extensions that we officially support in Magic Leap remote Render

[https://github.khronos.org/OpenXR-Inventory/extension\_support.html#magicleap\_remote\_rendering](https://github.khronos.org/OpenXR-Inventory/extension_support.html#magicleap_remote_rendering)

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